Well, this is a high school girls RPG campaign with the Magical Girls option. Fight against demons, protect your town, go to school, find a boyfriend (or girlfriend), miss a date because you were fighting demons, miss class because you overslept (hey, fighting demons during the night is tiring), explain why you get bruises, cuts, and scars so often... Well, that's about it. Anyone up for it?

Game Description:

Hello! Is anyone interested in a game of High School Girls RPG (a French amateur tabletop game where you play as high school girls)?

You are just an ordinary American high school girl. You know the drill. Going to class. Finding a boyfriend (or a girlfriend). Stuff like that.

Well, I lied. You are heiresses of a legendary demon hunting warrior clan. You must fight back against demonic schemes. You aren't as ordinary as you first thought, and your power is awakening. But surely spending the night fighting demons is no excuse for dozing off in class, or for turning in a project two days late...

So, are you ready to defend the part of the world under your responsibility?

The system is pretty simple. It uses only a 10 sided die compared to a skill.

Edit x2combo: I took mythomaniac because I was hoping for her to have not-the-greatest home life, and pathological liars tend to come from broken homes. Didn't look like there were any profiles that effectively showed that. It's also the reason that, while naive seems like it would have been great for the concept, I didn't take it.

Next, are skills and powers. Those work pretty much the same. You can take as many skills as your Intelligence score as mastered skills. These ignore the unskilled penalty, and as such are equal to your attribute. Some (like combat sports) cannot be used untrained (these are indicated by an X where the penalty should be). Other unmastered skill use your attribute minus the unskilled penalty as their values (between parenthesis after the skill name). A skill minimun value is 1. To increase a skill, you must first master it (it is possible to train in a skill to master it after character creation, I'll post the experience rules afterward).

You can also add bonus points to spend in any skill in the list. 8 points if your character 15 or younger, 10 if she 16-17, 12 if she is 18 or older.

Powers work in a similar way, except you need to have a power to use it, as those can't be used untrained. Also, as a rule mod, some powers are active (meaning you need to spend power points to use them), other are passive.

You have Emotion*4 maximum Power Points (PP). You recover PP by spending time not casting powers.

At first, you get Emotion/2 powers, rounded down. You also get (emotion/2 -1) points to spend to increase your powers, plus 1 point if your character is 16-17, and +2 points if she is 18 or older.

Powers are classified by sphere. Each sphere gets several powers, that can be as varied as you have imagination for it.

I don't get what you meant to do with skills... Did you checked your attribute value for your skills and applied the penalty for it (except for mastered skills), and then added the points you had available? And the max for a power or skill is 10.

Also, when you buy a sphere, could you please tell me what kind of powers you plan on having and using? So I can stat them, since not all of them might have the same attribute (like self enhancement includes toughness and armored body (both fitness), combat prowess (dex), Six Sense (Perception), Analytical mind (Int) and speed (Dex)). Points in a sphere at character creation applies to all the sphere, but experience apply only with the powers you will be using.

Sorry if I wasn't clear enough.

Edit: Alright, let me try to explain again. All skills except those marked as X start with your attribute minus the penalty if untrained, all trained skills start with your attribute. (If you decide to master Computer Sciences, you start with 5 (your Int). If you decide to master Music, you start with 10 (your emotion).) (example: Your brawl would be 4 (6 (Fitness) - 2 (penalty)), if you didn't mastered Computer Sciences, it would be 1 (5 (Int) - 5 (Penalty), but skills cannot go under 1).) After choosing your mastered skills, you can spend points in any skill not marked X (unless you mastered them). I probably wasn't clear enough, and it's a bit of a quirky system...

Edit 2: You can spend point in any skill not marked X (unless you master a skill marked X).

Edit: skills are good for now. Now for powers, they work a lot like mastered skills. So your blessings start at 10 (Emotion based powers), the maximal value. Barriers work on Fitness (6). Animals work on Emotions (10), water and light on Intelligence (5). You can spend your 5 points to enhance your spheres, and when you will use specific powers, they will have a chance of improving.

Now, let's review the power effect.

Lay on hands: if you spend a PP, you can heal 2 health points (health points = (Fitness + Toughness)*3). Wounds will stop bleeding, and blood loss will be cured.
The calming effect would cost 1 PP, and work 1 hour + success margin minutes, helping with emotion checks and restoring lost morale.
The luck effect could allow a reroll to a target in the next 5 minutes per PP spend to any one check of her choosing.

The manipulation of water would cost 1 PP to activate, except the water attack, following the generic attack magic rules that will be explained later.

For the armor, if you succeed, you can cast a physical armor or a magic armor reducing damage depending on how many PP you spend.

The light attack would follow the rules for generic attack. Some enemies could be immune to some elements, so having multiple elements to choose from is an advantage.
The courage effect would give a bonus to emotion checks against fear.

Blessings (Emotion) 10+0= 10
-Lay on hands: if you spend a PP, you can heal 2 health points (health points = (Fitness + Toughness)*3). Wounds will stop bleeding, and blood loss will be cured.
-Calming Aura: The calming effect would cost 1 PP, and work 1 hour + success margin minutes, helping with emotion checks and restoring lost morale.
-Lucky Encouragement:The luck effect could allow a reroll to a target in the next 5 minutes per PP spend to any one check of her choosing.Water (Intelligence) 5+1= 6
-Rain Calling: If there are clouds in sky, and she's outdoors, she can make it rain for 1pp.
-Aquakinesis: She can manipulate and shape waters, making puddles rise from the ground and make floating water blobs or pushing water aside to create air pockets or dry spots. Costs 1pp to activate.
-Waterbased AttackLight (Intelligence) 5+3= 8
-Light-Based Attack
-Alternatively, she can direct these "heart beams" at her allies, to lend them her courage and emotional fortitude. (The courage effect would give a bonus to emotion checks against fear.)Magical Protection (Fitness) 6+1= 7
-She is able to create a magical barrier in order to protect herself from incoming attacks, when necessary. (For the armor, if you succeed, you can cast a physical armor or a magic armor reducing damage depending on how many PP you spend.)Animals (Emotion) 10+0= 10
-She can speak with, and understand, animals.

Where does your character live? What is her family like? What does she always has in her pockets? Does she have some secrets?
Amy lives in an apartment on the far edge of town, with a single infant brother and, surprisingly given their frequent state of drunkenness and their disposition towards violent arguments, both her parents. While her brother Sebastian is too young to have developed much in the way of a notable personality, he has taken after his sister, and primary caretaker, as a friendly and largely happy child at the age of two. Her father, one Katashi Yuki, a third-generation Japanese-American immigrant is both a workaholic and an alcoholic. When he is at home, if he is awake he is likely verbally abusive. Her mother, Marceline (who took Katashi's name upon marriage), better known as Marcy, would be just as bad were it not for her unemployment, which necessitates her near-constant presence at home and really only serves to exacerbate the issue.

As Amy manages to maintain a cheery disposition and a happy-go-lucky attitude, she has not bothered to tell anyone of her situation at home and nor does she want too. Naturally, this is, of all things, her biggest secret.

What does she likes to do? Is she a member of some club?
When at home, Amy spends much of her time in her room, either reading manga or western comic books, or watching cartoon reruns in search of any and all elusive clues that might hint towards a romantic pairing between her two favorite characters. She is, after all, quite the hopeless romantic. When not doing these things, she is either taking care of Sebastian, or on the internet updating her blog with fandom-related nonsense and discussing the very shows she obsesses over.
Though she isn't a massive fan of it, she has a part-time job working at a local pet store. Though such a name is a misnomer: The only pets they sell are goldfish, but they at least sell supplies for everything else.

Naturally, she is a member of the Anime & Manga Club at the school. Though with a younger sibling to take care of, she often misses the bi-weekly meetings. She is also a member of the school band, where she plays the flute exceptionally well.

What are her friends like? Her enemies? A boyfriend (or girlfriend)? Or someone she likes more than others?
Most of Amy's few friends share many of her geeky tastes in comics and children's cartoons. When she isn't able to converse with them in person, she is more than able to maintain contact through her blog and various instant messaging programs. She has also made a few friends among the high school band, and as can be expected there is quite a bit of overlap between the two groups.
Of course, what this ultimately means is that many of Amy's friends are just as geeky than she is, if not more so, which is a relatively terrible thing to be on the social battlefield that is High School. (Unless you'd like me to provide, I'll leave the exact identities of her small circle of friends up to you?)

As Amy is relatively attractive (that would be the 8 charisma), and nerdy, she is the natural enemy and victim of whichever girls happen to make up the "popular clique." Indeed, their attempts to maintain some sort of status quo have led to more than a few rumors, most of which she is blissfully unaware of until they are stated directly to her face, or, worse yet, ruin her chance to make a new friend/have a fun time with whoever she is presently crushing on.

For quite some time now, Amy has had a massive crush on a boy by the name of Leslie Smith, stemming from an incident in Freshman year which closely resembled the meeting between a main character and her love interest in a manga which was, at the time, Amy's favorite: She had dropped a number of sheets of music, as she often does, and he helped her pick them up.
Leslie, despite being a member of the same band as she, is also a fairly successful running back for the school Football Team. As such, though he doesn't dislike Amy, his feelings for her are likely neutral at best. All it would take for her interests to shift focus, at this point, would be for another attractive male to make a similarly "romantic" overture.

What kind of items does she possesses? A Playstation? Sports equipment? A computer? Some comics or manga? A personal diary?
Naturally, Amy has a large collection of both manga and western comic books. She owns a laptop, as well, which she uses to update her blog and "borrow" the latest episodes of her favorite cartoons and anime. As a member of the High School Band, she owns a flute, a dingy and old thing taken from her late paternal grandmother.
She owns a ratty old teddy bear that she never quite grew out of, by the name of Mr. Fluff, who acts as her diary- Though he obviously cannot hear what she is saying, and her words are never recorded.
Following a very brief stint with the track team in sophomore year, she also owns a pair of brand spankin' new running shoes, purchased with funds acquired from her part-time job as with most everything else she owns.

The general rules are pretty straightforward. 1D10, you must roll under your attribute or skill. Emotion checks are the odd ones out: you must roll above your Emotions to keep them in control. (10 is always a success.) So high emotion is a double edged sword: sure, you get more powers. But you are also more emotionally vulnerable. If you like to play an emotionally vulnerable character, go ahead. If not, then between 6 and 8 is a good score.

School subject work differently. I am not really familiar with the grade system... The system is made for a grade from 0 to 20, like in France (cause it's a French tabletop RPG). The base system is, when going to an exam, you score in the subject your score - 2D10 + 10 + bonus for being extra studious (or - penalty for not studying seriously). It is used to make a grade between 0 and 20. So I need the help of someone more familiar with the grade system to convert that part.

Then, since you will be expected to fight against demons, here are the rules for combat and magical attacks:

Combat: You start by rolling initiative. 1D10 + Dex. Higher rolls go first. In case of a tie, higher Dex goes first, then higher Fitness. If both are equal, reroll to see whom goes first.

Any character attacks once during his/her/it's turn.

The attacker rolls for the attack using his/her/it's Brawl skill (or combat sports, if he has it). The defender rolls either his/her/it's parry skill or his/her/it's dodge skill to avoid the attack. The higher success margins wins. In case of a tie, a defender's success or if both miss, the blow/shot/spell fails to connect.

Multiple attacks: Any attack after the first that a defender has to try to avoid gives him/her/it a -2 cumulative penalty. So if your magical girl is attacked by 3 demons, the first attack is resolved normally. The second one gives a -2 penalty to the magical girl defense. The third one a -4.

Special cases:

1: Characters with 7 in Combat Sports can use it instead of parrying. Also, they can use 2 melee attacks per round, and suffer only a -1 cumulative penalty when faced with multiple attacks.

2: A magical girl with the Combat Prowess power 5 to 7 gets an extra attack and defense, A Combat Prowess power of 8 or 9 gives two, and a Combat Prowess of 10 gives three extra attacks and defenses.

3: Using a ranged weapon uses either the Shooting/Shooting sports skill or Throwing/Throwing sports skills. In the former case, a parry is impossible, unless you are at point blank range (you can also parry for your friend if you are at that range). Also, if your magical girl somehow manages to acquire an automatic gun (or if she has to face a mind controlled SWAT/US Army member with such a gun), a burst gives a +1 bonus to hit, expands 10 rounds, and 1D10 rounds hit, damage is rolled for each round.

4: (Homebrew) Anyone with a skill of 6 in Combat Sports, 8 in Brawl, or 4 in Combat Prowess can deal non lethal melee attacks. The target cannot get lower than 0 Hit points, and as such cannot die, although it can fall into a coma. Anyone with 8 in combat prowess can use non lethal attacks with ranged weapons. All it takes if you meet the requirements is to declare it.

Magical combat:

Magical attacks cannot be parried. (Homebrew) Also, if you have 6 ranks in a power, you can use it non lethally (see above)

Standard attack: Make an roll under your power. If you you deal damage depending on your ranks in the power, and how many power points you spend (1 to 3).

Area attack: You attack everything in an area. A high pressure circular water burst, a fireball... You can spend 8, 10, or 12 power points to deal more devastation. You make one power roll against every target. Dodge rolls against area attacks are done at a -2 penalty. With 8 point, you can affect a radius of 5 to 10 meters (your choice), burst center up to 40 meters away. With 10 points, a radius of 8 to 15 meters, burst center up to 60 meters away. With 12 points, a radius of 10 to 20 meters, burst center up to 80 meters away. (Sorry for my use of metric system, but it is the system used by scientists after all... 2 meters are approximatively equal to 5 feet if you want a quick, dirty and approximate conversion.) Making an area attack takes your entire round.

And then, you get combination attacks.

First, take the lower power value of all participant (they do not need to use the same power. Even opposite powers (water/fire) work. This determines the maximal number of magical girls able to make the attack. Then, average the power score of every magical girl. The one whom spend the more points makes the roll with the average value. Then, the defender makes a dodge roll, with a penalty depending on how many magical girls launched a combination attack. (2 to 3: -1. 4 to 5: -2. More than 5: -3). Everyone rolls damage, all damage is added and doubled. Such an attack costs more power points though: it requires one additional power point per attacker for all attacker (for example, 3 attackers means each of them spends 3 more PP for the attack). (BTW, it is possible to make a combined area attack.)

Anytime a high school student is hit in combat, he/she must roll an emotion check to keep control of herself. If you have mastered Brawl, Combat Sports, the courageous trait, or have access to Combat Prowess, your emotions are considered one point lower for this purpose (the four previous conditions are cumulative). Failure means you react badly to the hit, even if it didn't deal damage (panic, rage, freezing...). Also, different conditions can help, like a soothing spell or things like that.

Damage: An ordinary person has 3*Fitness Health Points (HP). Loss of less than one third HP is a light wound. Loss of between one third and two third HP is a serious wound, imposing a -2 penalty to all rolls. Loss of more than two third HP is critical wound. When critically wounded, a character needs to succeed at a Fitness roll or pass out. Then, he suffers a -4 penalty to all rolls. 0 HP is a coma. [homebrew] Negative HP is a dying status. You must roll fitness every minute (with one less second for every negative HP) until you either receive first aid or fail and die. [/homebrew]

Healing: [homebrew] You recover Fitness HP per night of rest. Non magical girl recover 1 HP per night of rest. Someone healing another one during this night's sleep adds his success margin to a first aid roll to this value (half as much in the case of a non magical girl). [/homebrew]

Special case: Magical girls or demons with the Toughness self enhancement power add thrice their toughness to their HP.

Makes sense to me.
Seems you could get the grading system into an American standard by just multiplying the result by 5.
Since most highschools in the US have it set up something like this:
A - 92 - 100
B - 83 - 91
C - 74 - 82
D - 65 - 73
F - Below 65

A perfect grade (20) on the rolls would correlate to a perfect grade (100%).
Probably not the prettiest conversion, though.